Difference between revisions of "Saturation"

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'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab.
 
'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab.
  
==General mechanics==
+
== General mechanics ==
 
Saturation is measured in units of [[nutrition]]. There are 2 distinct measures of saturation.
 
Saturation is measured in units of [[nutrition]]. There are 2 distinct measures of saturation.
  
# Maximum nutrition, or how much nutrition a pawn can store at any one time. Adult [[human]]s can hold 1.0 nutrition. For them, 1.0 nutrition is 100% saturation. This property is almost entirely controlled by [[body size]] <code> 1.0 * body_size</code>. Human teenagers (ages 13 - 17) are a special exception; they are smaller than adults, but have a special multiplier to maximum nutrition so that have the same amount of max nutrition.
+
* '''Maximum nutrition''', or how much nutrition a pawn can store at any one time. It is dependent on the [[body size]] of the species as well as the ''body size factor'' and ''food max factor'' according to the pawns life stage. The function is <code>species_body_size × body_size_factor × food_max_factor</code>. For adult specimens ''body size factor'' and ''food max factor'' are both 1. An adult [[human]] (with a body size of {{Q|Human|Body Size}}) can therefore hold up to {{Q|Human|Body Size}} nutrition.
# Hunger Rate, or how much nutrition a pawn loses per day. Adult baseline humans hunger at a rate of 1.6 nutrition per day. This is determined by species and a variety of other factors.
+
** For young humans the formula results in:
 +
*** ''Baby (0-2 years)'': {{Q|Human|Body Size}} × 0.2 × 0.625 = {{#expr:{{Q|Human|Body Size}}*0.2*0.625}} maximum nutrition
 +
*** ''Child (3-12 years)'': {{Q|Human|Body Size}} × 0.35 × 2.286 = {{#expr:{{Q|Human|Body Size}}*0.35*2.286}} maximum nutrition
 +
*** ''Teenager (13-17 years)'': {{Q|Human|Body Size}} × 0.8 × 1.25 = {{#expr:{{Q|Human|Body Size}}*0.8*1.25}} maximum nutrition (therefore same as adults)
 +
** For young insects:
 +
*** ''Larva'': species_body_size × 0.2 × 2 = species_body_size × 0.4
 +
*** ''Immature'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75
 +
** For other young animals:
 +
*** ''Baby (birds)'': species_body_size × 0.1 × 6 = species_body_size × 0.6
 +
*** ''Baby (other)'': species_body_size × 0.2 × 3 = species_body_size × 0.6
 +
*** ''Juvenile'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75
 +
* '''Hunger Rate''', or how much nutrition a pawn loses per day. Adult baseline humans hunger at a rate of 1.6 nutrition per day. This is determined by species and the [[Hunger Rate Factor]] explained below.
  
In general, humans hunger more than similar animals. An [[alpaca]] has the same [[body size]] as a human, but only hungers at a rate of 0.44 nutrition per day. A [[megasloth]] is four times larger than a human, but hungers at the same rate. Generally, carnivorous animals hunger slower than omnivores and herbivores - a [[coguar]] eats less than half the food of a [[husky]], for instance.
+
In general, humans hunger more than similar animals. An [[alpaca]] has the same [[body size]] as a human, but only hungers at a rate of 0.44 nutrition per day. A [[megasloth]] is four times larger than a human, but hungers at the same rate. Generally, predators hunger slowly - a [[cougar]] eats less than half as much as a [[husky]], for instance.
  
===Levels of Saturation===
+
=== Levels of saturation ===
 
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]].  
 
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]].  
  
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{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Label
 
! Label
 
! Saturation
 
! Saturation
! Mood modifier<br>(Humans)
+
! Mood modifier<br/>(Humans)
! Production Rate<br>(Animals)
+
! Production Rate<br/>(Animals)
 
|-
 
|-
 
| Fed
 
| Fed
Line 42: Line 52:
 
|}
 
|}
  
Once a pawn reaches 0% saturation, they will start becoming [[Malnutrition|malnourished]]. Malnutrition is an [[ailment]] and has an entirely separate progression to hunger rate. Malnutrition severity rises by 2% every hour, and once it reaches 100%, the pawn will die.
+
Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is also dependent on the saturation level, as seen above. Note that production is completely stopped only when 0% saturation; the "[[malnutrition]]" ailment does not have a direct impact on animal products.
 +
 
 +
=== Malnutrition ===
 +
Once a pawn reaches 0% saturation, they will start becoming malnourished.
 +
 
 +
When malnourished, pawns gain severity in "[[malnutrition]]". Malnutrition is an [[ailment]], with an entirely separate progression to hunger or saturation. When malnourished, ''malnutrition'' severity rises by 2% every hour, and once it reaches 100%, the pawn will die. When a pawn is fed, their malnutrition does not immediately go away, though a pawn will no longer gain malnutrition (as Saturation is no longer at 0%).  
  
Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is also dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is 1/2 when the animal becomes hungry, reduced to 1/4th of the normal rate when ravenously hungry, and completely stopped when in the malnourished level. Note that that is at 0% saturation, ''not'' suffering from the ailment called [[malnutrition]].
+
For as long as the malnutrition ailment is active, pawns will gain increased hunger. This does not increase the rate of malnutrition severity, just the amount of food eaten after a pawn has been fed. The malnutrition severity decreases at the same rate it increases.
  
==Saturation Changes==
+
== Saturation changes ==
Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]].
+
Saturation goes down every tick (1/2500 of a game hour, or 1/60 a second at level 1 game speed), depending on the character's current saturation and modifiers on their hunger rate.
  
The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition):
+
The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition):
  
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Saturation
 
! Saturation
 
! Threshold range
 
! Threshold range
 
! Change per hour
 
! Change per hour
 
! Change per day
 
! Change per day
! Game time in state<ref>Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref>
+
! Game time in state<ref>Game time spent in the state from the upper threshold before crossing the lower threshold, assuming nothing is eaten</ref>
! Game time since 100% food<ref>Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref>
+
! Game time since 100% food<ref>Game time spent before entering the state, assuming nothing is eaten and the starting saturation is 100%</ref>
 
|-
 
|-
 
| Fed
 
| Fed
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|-
 
|-
 
| Ravenously Hungry
 
| Ravenously Hungry
| 25% - 0%
+
| 25% - >0%
 
| -1.67%
 
| -1.67%
 
| -40%
 
| -40%
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| Malnourished
 
| Malnourished
 
| 0%
 
| 0%
| N/A <ref>Malnourished does not impact saturation. Rather, it increases the "Malnutrition" [[ailment]] by 2% per hour, and when this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only when they have access to food again.</ref>
+
| 0% <ref>Malnourished state does not impact saturation directly. Rather, it increases the "[[Malnutrition]]" [[ailment]] by 2% per hour, and if this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only after they have eaten again.</ref>
| N/A
+
| 0%
 
| 50 hours
 
| 50 hours
 
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) + (0.125 / (0.4/24) )  round 3}} hours
 
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) + (0.125 / (0.4/24) )  round 3}} hours
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{{Reflist}}
 
{{Reflist}}
  
==Hunger Rate Modifiers==
+
From 100% saturation, a human can survive up to 72.5 hours before dying from malnutrition.
{{stub|section=1|reason=Rough, possibly incomplete list}}
+
 
The following factors will modify hunger rate:
+
Saturation is increased by [[eating]] [[food]]. For reference, 1 unit of [[raw food]] ([[rice]], [[meat]], etc.) gives 0.05 nutrition, or 5% of a human's saturation meter. A [[simple meal]], [[fine meal]], or [[nutrient paste meal]] gives 0.9 nutrition, or 90% of a human's meter.
 +
 
 +
== Hunger Rate Factor ==
 +
{{Stub|section=1|reason=Verify (and add?) modifiers from biotech. Verify in which order the modifiers are applied.}}
 +
The following things will modify hunger rate:
 +
 
 +
=== Offsets ===
 +
All hunger rate factor ''offset'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.
  
===Hunger rate factor===
+
* [[Smokeleaf joint#Stoned on smokeleaf|Stoned on smokeleaf]]: {{++|30%}}
All hunger rate ''factor'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.
+
* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
* [[Gourmand]] trait - {{++|50%}} hunger rate
+
* [[Gut worms]]: {{++|100%}}
* [[Smokeleaf|Stoned on smokeleaf]] - {{++|30%}} hunger rate
+
* Stomach implants:
* [[Go-juice#Withdrawal|Go-juice withdrawal]] - {{++|50%}} hunger rate
+
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{---|25%}}
* Hunger pangs [[persona trait]]{{RoyaltyIcon}} - {{++|50%}} hunger rate
+
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{---|75%}}
* [[Neural supercharger]] - {{++|20%}} hunger rate
+
*** ''Note that the effect of these implants is displayed on the item and hediff info cards as a multiplier ('''''x75%''''' and '''''x25%''''' respectively), but they work like an offset on the actual Hunger rate stat.''
* [[Malnutrition]] -
+
* [[Hypothermic slowdown]]:
 +
** Moderate: {{---|10%}}
 +
** Serious: {{---|40%}}
 +
** Extreme: {{---|95%}}
 +
* [[Malnutrition]]:
 
** Trivial: {{++|50%}}
 
** Trivial: {{++|50%}}
** Minor: {{++|60%}}
+
** Minor, Moderate, Severe and Extreme: {{++|60%}}
** Moderate: {{++|60%}}
+
* [[Persona weapon#Hunger pangs|Hunger pangs]] persona trait{{RoyaltyIcon}}: {{++|50%}}
** Severe: {{++|60%}}
+
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 +
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 +
 
 +
 
 +
=== Multipliers ===
 +
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
  
===Other multipliers===
+
* [[Gourmand]] trait: {{Bad|x150%}}
All of these modifiers stack multiplicatively with each other and with the hunger rate factor listed above.
+
* Life stages:
* [[Gut worms]] - {{Bad|x200%}} hunger rate
+
** Human [[baby]]: {{Good|x12.5%}}
* [[Reprocessor stomach]]{{RoyaltyIcon}} - {{Good|x75%}} hunger rate
+
** Human [[child]]: {{Good|x80%}}
* [[Nuclear stomach]]{{RoyaltyIcon}} - {{Good|x25%}} hunger rate
+
** Human [[teenager]]: {{Good|x90%}}
* [[Genetic]] [[metabolic efficiency]] {{BiotechIcon}} - Positive metabolic efficiency reduces hunger by {{---|10%}} per point. Negative metabolic efficiency increases hunger by {{++|25%}} per point. Positive and negative metabolic efficiencies are added/subtracted from each other. Metabolic efficiency is effectively capped at -5 and +5. The final metabolic efficiency is used to determine hunger rate, and will stack multiplicatively with other hunger rate modifiers.
+
** Insect larva: {{Good|x40%}}
 +
** Insect immature: {{Good|x75%}}
 +
** Other animal baby (including birds): {{Good|x40%}}
 +
** Other animal juvenile: {{Good|x75%}}
 +
* [[Sleep accelerator]]{{IdeologyIcon}}: {{Bad|x120%}}
 +
* Genetic [[metabolic efficiency]] {{BiotechIcon}}:
 +
** Positive sum of metabolic efficiency: {{---|10%}} per point below 0. Min. {{Good|x50%}}
 +
** Negative sum of metabolic efficiency: {{++|25%}} per point above 0. Max. {{Bad|x225%}}
  
Despite its name, the [[Metabolism]] stat has no impact on hunger rate.
+
Despite its name and description, the [[Digestion]] stat has no impact on hunger rate.
  
 
== Overeating ==
 
== Overeating ==
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This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal.  Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition.   
 
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal.  Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition.   
  
This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but won't be overeaten like a regular meal would.
+
This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but will waste far less nutrition than a regular meal would.
 +
 
 +
== Analysis ==
 +
An adult baseline human will eat roughly 2 [[simple meal]]s, 32 units of [[pemmican]], or 32 units of [[raw food]] per day.
 +
 
 +
Cooking food effectively "creates" nutrition. A [[simple meal]] is worth 0.9 nutrition, but only costs 0.5 nutrition of food to make. This gives simple meals a 180% ''nutrition efficiency'', before the overeating described above.
 +
 
 +
Due to the low food consumption of animals, as well as the efficiency of meals, it is possible to violate the law of conservation of energy. For example, a female [[cow]] produces {{Icon Small|milk}} {{Q|Cow|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{Q|Cow|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A cow consumes {{Q|Cow|Real Hunger Rate}} nutrition per day. While cows cannot consume milk, almost all animals can consume meals, no matter what the meal is made out of. So when a cow's milk is turned into [[nutrient paste meal]]s or even [[simple meal]]s, it can feed itself with plenty of food to spare. This gets even sillier with [[chicken]]s, which produce more nutrition in [[egg]]s than they consume per day, even before the eggs are cooked. (Note that chickens cannot eat their own eggs, and that they are very prone to overeating.)
  
== Malnutrition ==
+
=== Conserving food via malnutrition ===
{{main|Malnutrition}}
+
In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger and in malnourished state to benefit from zero hunger rate at 0% saturation.{{Check Tag|Verify Mal|Malnutrition increases hunger rate after they eat again, and the worked example below only covers feeding when hungry. Another example for mal would be good to provide proof and say when best time in malnourished to eat is}} Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.
When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour.
 
  
Note, that in extreme situations, when death from malnutrition is a primary concern, it might be advisable to not only keep in the ravenously hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished.
+
Consider, for example, a human at 0% saturation and 0% malnutrition. This pawn has 0.9 nutrition (one simple meal) to eat.
  
Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state.
+
If the food is eaten immediately, such human survives:
If eaten immediately, such human survives:
 
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Hours survived !! State
 
! Hours survived !! State
 
|-
 
|-
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| 7.50 || Ravenously hungry
 
| 7.50 || Ravenously hungry
 
|-
 
|-
| 50 || Starving until death from malnourishment
+
| 50 || Starving until death from malnutrition
 
|}
 
|}
 
Giving a total of 71 hours alive.
 
Giving a total of 71 hours alive.
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If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives:
 
If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives:
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Hours survived !! State
 
! Hours survived !! State
 
|-
 
|-
| 13.75 || Starving up to 27.5% malnourishment (minor)
+
| 13.75 || Starving up to 27.5% malnutrition (minor)
 
|-
 
|-
| 3.75 || Fed state with 27.5–20% malnourishment (minor)
+
| 3.75 || Fed state with 27.5–20% malnutrition (minor)
 
|-
 
|-
| 2.50 || Fed state with 20–15% malnourishment (trivial)
+
| 2.50 || Fed state with 20–15% malnutrition (trivial)
 
|-
 
|-
| 2.50 || Hungry state with 15–10% malnourishment (trivial)
+
| 2.50 || Hungry state with 15–10% malnutrition (trivial)
 
|-
 
|-
| 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial)
+
| 5.00 || Ravenously hungry state with 10–0% malnutrition (trivial)
 
|-
 
|-
| 50 || Starving until death from malnourishment
+
| 50 || Starving until death from malnutrition
 
|}
 
|}
 
Giving a total of 77.5 hours alive.
 
Giving a total of 77.5 hours alive.
{{nav|status levels|wide}}
+
 
 +
{{Nav|status levels|wide}}
 
[[Category:Status Level]]
 
[[Category:Status Level]]

Latest revision as of 04:46, 31 May 2024

Saturation is the game mechanic that controls Characters' needs for Food, and is directly tied to Eating, the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the Needs tab.

General mechanics[edit]

Saturation is measured in units of nutrition. There are 2 distinct measures of saturation.

  • Maximum nutrition, or how much nutrition a pawn can store at any one time. It is dependent on the body size of the species as well as the body size factor and food max factor according to the pawns life stage. The function is species_body_size × body_size_factor × food_max_factor. For adult specimens body size factor and food max factor are both 1. An adult human (with a body size of 1) can therefore hold up to 1 nutrition.
    • For young humans the formula results in:
      • Baby (0-2 years): 1 × 0.2 × 0.625 = 0.125 maximum nutrition
      • Child (3-12 years): 1 × 0.35 × 2.286 = 0.8001 maximum nutrition
      • Teenager (13-17 years): 1 × 0.8 × 1.25 = 1 maximum nutrition (therefore same as adults)
    • For young insects:
      • Larva: species_body_size × 0.2 × 2 = species_body_size × 0.4
      • Immature: species_body_size × 0.5 × 1.5 = species_body_size × 0.75
    • For other young animals:
      • Baby (birds): species_body_size × 0.1 × 6 = species_body_size × 0.6
      • Baby (other): species_body_size × 0.2 × 3 = species_body_size × 0.6
      • Juvenile: species_body_size × 0.5 × 1.5 = species_body_size × 0.75
  • Hunger Rate, or how much nutrition a pawn loses per day. Adult baseline humans hunger at a rate of 1.6 nutrition per day. This is determined by species and the Hunger Rate Factor explained below.

In general, humans hunger more than similar animals. An alpaca has the same body size as a human, but only hungers at a rate of 0.44 nutrition per day. A megasloth is four times larger than a human, but hungers at the same rate. Generally, predators hunger slowly - a cougar eats less than half as much as a husky, for instance.

Levels of saturation[edit]

Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their Thoughts.

The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns.

Label Saturation Mood modifier
(Humans)
Production Rate
(Animals)
Fed Greater than 25% (none) ×100%
Hungry 12.5% to 25% -6 ×50%
Ravenously Hungry >0% to 12.5% -12 ×25%
Malnourished 0% -20 ×0%

Speed of animals' production (wool, milk, eggs or chemfuel) is also dependent on the saturation level, as seen above. Note that production is completely stopped only when 0% saturation; the "malnutrition" ailment does not have a direct impact on animal products.

Malnutrition[edit]

Once a pawn reaches 0% saturation, they will start becoming malnourished.

When malnourished, pawns gain severity in "malnutrition". Malnutrition is an ailment, with an entirely separate progression to hunger or saturation. When malnourished, malnutrition severity rises by 2% every hour, and once it reaches 100%, the pawn will die. When a pawn is fed, their malnutrition does not immediately go away, though a pawn will no longer gain malnutrition (as Saturation is no longer at 0%).

For as long as the malnutrition ailment is active, pawns will gain increased hunger. This does not increase the rate of malnutrition severity, just the amount of food eaten after a pawn has been fed. The malnutrition severity decreases at the same rate it increases.

Saturation changes[edit]

Saturation goes down every tick (1/2500 of a game hour, or 1/60 a second at level 1 game speed), depending on the character's current saturation and modifiers on their hunger rate.

The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition):

Saturation Threshold range Change per hour Change per day Game time in state[1] Game time since 100% food[2]
Fed 100% - 25% -6.67% -160% 11.25 hours 0 hours
Hungry 25% - 12.5% -3.33% -80% 3.75 hours 11.25 hours
Ravenously Hungry 25% - >0% -1.67% -40% 7.5 hours 15 hours
Malnourished 0% 0% [3] 0% 50 hours 22.5 hours
  1. Game time spent in the state from the upper threshold before crossing the lower threshold, assuming nothing is eaten
  2. Game time spent before entering the state, assuming nothing is eaten and the starting saturation is 100%
  3. Malnourished state does not impact saturation directly. Rather, it increases the "Malnutrition" ailment by 2% per hour, and if this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only after they have eaten again.

From 100% saturation, a human can survive up to 72.5 hours before dying from malnutrition.

Saturation is increased by eating food. For reference, 1 unit of raw food (rice, meat, etc.) gives 0.05 nutrition, or 5% of a human's saturation meter. A simple meal, fine meal, or nutrient paste meal gives 0.9 nutrition, or 90% of a human's meter.

Hunger Rate Factor[edit]

The following things will modify hunger rate:

Offsets[edit]

All hunger rate factor offset modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.


Multipliers[edit]

All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.

  • Gourmand trait: ×150%
  • Life stages:
    • Human baby: ×12.5%
    • Human child: ×80%
    • Human teenager: ×90%
    • Insect larva: ×40%
    • Insect immature: ×75%
    • Other animal baby (including birds): ×40%
    • Other animal juvenile: ×75%
  • Sleep acceleratorContent added by the Ideology DLC: ×120%
  • Genetic metabolic efficiency Content added by the Biotech DLC:
    • Positive sum of metabolic efficiency: −10% per point below 0. Min. ×50%
    • Negative sum of metabolic efficiency: +25% per point above 0. Max. ×225%

Despite its name and description, the Digestion stat has no impact on hunger rate.

Overeating[edit]

Pawns will attempt to eat as their next action once their saturation level reaches 30% to avoid being hungry. Pawns make no effort to avoid "overeating", so any excess nutrition in the food is lost. A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.30 saturation) will go to 1.0 saturation and waste up to 0.20 nutrition of food (22% of the meal). In practice, the process of eating takes some time, so not all the food is wasted.

This effect is stronger in animals with lower body sizes - a Labrador retriever with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like berries or haygrass (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition.

This makes kibble and pemmican particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but will waste far less nutrition than a regular meal would.

Analysis[edit]

An adult baseline human will eat roughly 2 simple meals, 32 units of pemmican, or 32 units of raw food per day.

Cooking food effectively "creates" nutrition. A simple meal is worth 0.9 nutrition, but only costs 0.5 nutrition of food to make. This gives simple meals a 180% nutrition efficiency, before the overeating described above.

Due to the low food consumption of animals, as well as the efficiency of meals, it is possible to violate the law of conservation of energy. For example, a female cow produces Milk 14 per day, or 0.7 nutrition in milk per day. A cow consumes 0.86 nutrition per day. While cows cannot consume milk, almost all animals can consume meals, no matter what the meal is made out of. So when a cow's milk is turned into nutrient paste meals or even simple meals, it can feed itself with plenty of food to spare. This gets even sillier with chickens, which produce more nutrition in eggs than they consume per day, even before the eggs are cooked. (Note that chickens cannot eat their own eggs, and that they are very prone to overeating.)

Conserving food via malnutrition[edit]

In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger and in malnourished state to benefit from zero hunger rate at 0% saturation.[Verify Mal] Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.

Consider, for example, a human at 0% saturation and 0% malnutrition. This pawn has 0.9 nutrition (one simple meal) to eat.

If the food is eaten immediately, such human survives:

Hours survived State
9.75 Fed
3.75 Hungry
7.50 Ravenously hungry
50 Starving until death from malnutrition

Giving a total of 71 hours alive.

If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives:

Hours survived State
13.75 Starving up to 27.5% malnutrition (minor)
3.75 Fed state with 27.5–20% malnutrition (minor)
2.50 Fed state with 20–15% malnutrition (trivial)
2.50 Hungry state with 15–10% malnutrition (trivial)
5.00 Ravenously hungry state with 10–0% malnutrition (trivial)
50 Starving until death from malnutrition

Giving a total of 77.5 hours alive.